Added Reload Text To Weapons When Reloading
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:7cfd791337f79a964dbfef919494665648f1ce39168d4f28cd122e2018c4b694
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oid sha256:1b199cbe84b6c49806f9646990c9c60ff7199214add19091ea0d7a47896daf53
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size 61741
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size 64350
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@ -216,7 +216,7 @@ void ABaseWeaponClass::WeaponScopedFire()
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void ABaseWeaponClass::ReloadTimer()
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void ABaseWeaponClass::ReloadTimer()
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{
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{
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GetWorldTimerManager().SetTimer(reloadTimerHandle, this, &ABaseWeaponClass::WeaponReload, TimeToReload, false);
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GetWorldTimerManager().SetTimer(reloadTimerHandle, this, &ABaseWeaponClass::WeaponReload, TimeToReload, false);
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GLog->Log("ReloadTimer Activated");
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ShowReloadingWidget();
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}
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}
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void ABaseWeaponClass::WeaponReload()
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void ABaseWeaponClass::WeaponReload()
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@ -226,6 +226,7 @@ void ABaseWeaponClass::WeaponReload()
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UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
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UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
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currentAmmoCount = MagazineSize;
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currentAmmoCount = MagazineSize;
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endlessVendettaChar->bIsReloading = false;
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endlessVendettaChar->bIsReloading = false;
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HideReloadingWidget();
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}
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}
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}
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}
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@ -41,6 +41,12 @@ protected:
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float recoilResultPitch = 0;
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float recoilResultPitch = 0;
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float recoilResultYaw = 0;
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float recoilResultYaw = 0;
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UFUNCTION(BlueprintImplementableEvent)
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void ShowReloadingWidget();
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UFUNCTION(BlueprintImplementableEvent)
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void HideReloadingWidget();
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public:
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public:
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